#377386
So over on the 1e Forum, there's an ongoing thread about whether or not Mission Stealing should be a thing beyond its current OTF hard limits.
I posted the below there to try to get some feedback on my attempt to make mission stealing more 'balanced' and less NPE-inducing, but I wanted to post it here as well because this is probably the better forum for this kind of thing.
I think I have a solution that could satisfy all parties (or nobody - it's a delicate balance)
Concepts:
-Mission stealing as primary opponent resource denial moreso than evading basic Gameplay
-The benefit to the stealing player is not the same as to the owner of the mission
-Limited to once per game
-Gives the opponent a chance to respond
-Still fits the Trek theme.
How about something like this:
Gather Critical Intelligence
Countdown: 3
Once per game, plays on an opponent's mission with an affiliation icon on your side matching one of your personnel (or where you have an Espionage card). Opponent may download and seed up to two dilemmas and your personnel may attempt and solve this mission, but score no mission points. When countdown expires, place in point area; if mission solved, score points, otherwise, lose points (Ignoring Altonian Brain Teaser). [+/- 15]
I'm seeking to provide both an incentive and risk to stealing an opponent's mission because it SHOULD be a risky undertaking. I'm also eliminating mission points because you should have to solve your own missions, as overcoming dilemmas and solving missions is one of the core mechanics of the game.
Finally, I give the opponent a chance to play defense by downloading and seeding two dilemmas of their own it removes the guarantee of success that a player can create for themselves. And with the negative points on the objective if the mission isn't solved, the right two dilemmas could cause a total backfire on the whole thing. It opens up options for Dyson Sphere Door and a return of dilemmas in the Q's Tent (remember those days?)
Finally, because risk shouldn't be self-mitigating, and rewards shouldn't be easily cancelled, I made the whole thing immune to Altonian Brain Teaser because either player could seed it there to short-circuit the whole concept. That said, since you're still solving the mission, you could get more bonus points from self seeded dilemma combos and/or Assign Mission Specialists so ABT could still be disruptive overall, just not to this specific card.
I'd love to get feedback on this concept and card design. I don't usually do a lot of this sort of thing, but this one jumped out at me.
Thanks,
-Brian
I posted the below there to try to get some feedback on my attempt to make mission stealing more 'balanced' and less NPE-inducing, but I wanted to post it here as well because this is probably the better forum for this kind of thing.
I think I have a solution that could satisfy all parties (or nobody - it's a delicate balance)
Concepts:
-Mission stealing as primary opponent resource denial moreso than evading basic Gameplay
-The benefit to the stealing player is not the same as to the owner of the mission
-Limited to once per game
-Gives the opponent a chance to respond
-Still fits the Trek theme.
How about something like this:
Gather Critical Intelligence
Countdown: 3
Once per game, plays on an opponent's mission with an affiliation icon on your side matching one of your personnel (or where you have an Espionage card). Opponent may download and seed up to two dilemmas and your personnel may attempt and solve this mission, but score no mission points. When countdown expires, place in point area; if mission solved, score points, otherwise, lose points (Ignoring Altonian Brain Teaser). [+/- 15]
I'm seeking to provide both an incentive and risk to stealing an opponent's mission because it SHOULD be a risky undertaking. I'm also eliminating mission points because you should have to solve your own missions, as overcoming dilemmas and solving missions is one of the core mechanics of the game.
Finally, I give the opponent a chance to play defense by downloading and seeding two dilemmas of their own it removes the guarantee of success that a player can create for themselves. And with the negative points on the objective if the mission isn't solved, the right two dilemmas could cause a total backfire on the whole thing. It opens up options for Dyson Sphere Door and a return of dilemmas in the Q's Tent (remember those days?)
Finally, because risk shouldn't be self-mitigating, and rewards shouldn't be easily cancelled, I made the whole thing immune to Altonian Brain Teaser because either player could seed it there to short-circuit the whole concept. That said, since you're still solving the mission, you could get more bonus points from self seeded dilemma combos and/or Assign Mission Specialists so ABT could still be disruptive overall, just not to this specific card.
I'd love to get feedback on this concept and card design. I don't usually do a lot of this sort of thing, but this one jumped out at me.
Thanks,
-Brian
"I won't kill you... but I don't have to save you." - Batman
#RenewTheOrville
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